axiosengine 

axiosengine Commit Details


Date:2012-06-03 15:39:11 (12 years 4 months ago)
Author:Natalie Adams
Branch:master
Commit:4ba6fd89ee3c19b338541d52b0729e935ea24f9d
Parents: 60a106a27c4a260ab6625d8da0dbc6864a616d72
Message:+ * - Adding rotation to DrawableAxiosGameObject + * - Adding InputState extensions to test for input agaisnt Player One

Changes:

File differences

axios/Axios_WP7.csproj
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />
axios/Axios_Windows.csproj
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />
axios/Axios_Xbox_360.csproj
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
<Compile Include="Engine\Extensions\Bitmap.cs" />
<Compile Include="Engine\Extensions\Contact.cs" />
<Compile Include="Engine\Extensions\InputState.cs" />
<Compile Include="Engine\Extensions\String.cs" />
<Compile Include="Engine\Extensions\Texture2D.cs" />
<Compile Include="Engine\File\AxiosFile.cs" />
axios/Axios_settings.cs
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* - Upon some testing - developers will need to use #if WINDOWS/#endif tags to make sure they can't use XNACC in WP7/Xbox360
* - Adding axioslog command to output AxiosLog
* - Changing variables in CommandConsoleBase to be non-static
* - Adding rotation to DrawableAxiosGameObject
* - Adding InputState extensions to test for input agaisnt Player One
*
*
*/
axios/Engine/DrawableAxiosGameObject.cs
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protected bool _adjustunits = true;
protected bool _relativetocamera = true;
protected float _rotation;
public float Rotation
{
get { return _rotation; }
set { _rotation = value; }
}
public bool AdjustUnits //if value changed - change position depending on adjusting the units
{
get { return _adjustunits; }
else
gameScreen.ScreenManager.SpriteBatch.Begin();
if (_adjustunits)
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
else
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);
gameScreen.ScreenManager.SpriteBatch.End();
}
axios/Engine/Extensions/Contact.cs
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}
return direction;
}
}
axios/ScreenSystem/InputState.cs
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}
}
/// <summary>
/// Helper for checking if a button was pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.
}
}
/// <summary>
/// Helper for checking if a key was newly pressed during this update. The
/// controllingPlayer parameter specifies which player to read input for.
}
}
/// <summary>
/// Helper for checking if a button was newly pressed during this update.
/// The controllingPlayer parameter specifies which player to read input for.

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